• Title/Summary/Keyword: Virtual System

Search Result 4,624, Processing Time 0.036 seconds

Development of Emotional Expression Assessment System and a Clinical Pilot Test (감정표현 평가 시스템 개발 및 실험적 적용)

  • Han, Ki-Wan;Kim, Kwang-Uk;Ku, Jeong-Hun;Jang, Hee-Jeong;Park, Jun-Young;Kim, In-Young;Kim, Jae-Jin;Kim, Chan-Hyung;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1099-1106
    • /
    • 2006
  • 정신질환자들은 자기감정을 표현하는 능력의 결손을 보인다. 이러한 자기 감정표현기술은 정신질환자들을 위한 사회기술훈련 (Social Skill Training) 과정 중 하나로서 정상적인 사회생활로의 복귀를 위해 반드시 필요하다. 지금까지의 자기감정표현 훈련 및 평가 방법은 치료자 능력의 차이에 따른 주관적 판단이 개입될 수 있다는 문제점을 가지고 있다. 가상현실 (Virtual Reality)은 컴퓨터를 이용한 최신의 방법으로, 최근 자폐증이나 공포증 등의 정신질환 분야에도 적용되고 있다. VR 을 사용하면 상호작용을 할 수 있고, 다양한 환경과 자극을 제시할 수 있으며, 3 차원 랜더링을 통해 몰입감을 제공할 수 있다. 또한 저장된 파라미터들을 바탕으로 객관적 판단을 할 수 있는 기준을 제시할 수 있으며, 안전하고 시간과 공간적 제약이 적은 환경 내에서 과제를 수행할 수 있다. 이에 본 연구에서는 자기감정표현기술의 객관적 평가를 위한 가상현실 시스템을 개발하고 정신분열증 환자와 정상인을 대상으로 실험을 진행하였다. 가상현실은 크게 긍정적 상황과 부정적 상황으로 이루어 지는데 집, 카페, 빵집, 길거리 등 다양한 환경에서 가족, 친구, 직장동료 등의 아바타가 실험 참가자에게 말을 건네고 참가자는 적절한 시기에 자신의 감정표현을 하도록 구성하였다. 실험을 하면서 정서 (긍정적 상황 Vs. 부정적 상황)에 따른 자기감정표현에 대한 파라미터로서 아바타가 말하는 동안 참가자가 아바타의 말에 주목을 하는 정도 (아바타가 말하는 동안 참가자가 아바타의 얼굴을 쳐다보는 시간)와 자기감정을 표현을 하는 시간 (아바타의 말이 끝난 후 감정표현을 시작하는 시간과 감정표현시간)과 상대방 아바타를 주목하는 정도 (참가자가 자기감정을 표현하는 중 아바타를 쳐다보는 시간) 등을 측정하였다. 측정결과 정상인이 정신분열병 환자에 비해 아바타를 주목하는 시간이나 자기감정표현을 하는 시간이 더 긴 경향이 있었다. 또한 부정적 상황에서 정신분열병 환자와 정상인 모두가 긍정적 상황에 비해 말하는 아바타에 더 잘 주목하였고, 자기감정을 표현하는 시간도 더 긴 것을 확인 하였다. 따라서 본 연구에서 도출된 파라미터는 실험 참가자의 자기감정표현의 정도를 객관적으로 나타낼 수 있을 것으로 생각된다. 또한 정신분열병 환자의 자기 감정표현능력을 측정하는 도구로 사용될 수 있을 것으로 생각된다.

  • PDF

Motor Control IP Design and Quality Evaluation from the Viewpoint of Reuse (ICCAS 2004)

  • Lee, Sang-Deok;Han, Sung-Ho;Kim, Min-Soo;Park, Young-Jun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.981-985
    • /
    • 2004
  • In this paper we designed the motor control IP Core and evaluate its quality from the viewpoint of IP reuse. The most attractive merit of this methodology, so called IP-based hardware design, is hardware reuse. Although various vendors designed hardware with the same specification and got the same functional results, all that IPs is not the same quality in the reuse aspect. As tremendous calls for SoC have been increased, associated research about IP quality standard, VSIA(Virtual Socket Interface Alliance) and STARC(Semiconductor Technology Academic Research Center), has been doing best to make the IP quality evaluation system. And they made what conforms to objective IP design standard. We suggest the methodology to evaluate our own designed motor control IP quality with this standard. To attain our goal, we designed motor control IP that could control the motor velocity and position with feedback compensation algorithm. This controller has some IP blocks : digital filter, quadrature decoder, position counter, motion compensator, and PWM generator. Each block's functionality was verified by simulator ModelSim and then its quality was evaluated. To evaluate the core, We use Vnavigator for lint test and ModelSim for coverage check. During lint process, We adapted the OpenMORE's rule based on RMM (Reuse Methodology Manual) and it could tell us our IP's quality in a manner of the scored value form. If it is high, its quality is also high, and vice versa. During coverage check ModelSim-SE is used for verifying how our test circuits cover designs. This objective methods using well-defined commercial coverage metrics could perform a quantitative analysis of simulation completeness. In this manner, We evaluated the designed motor control IP's quality from the viewpoint of reuse. This methodology will save the time and cost in designing SoC that should integrate various IPs. In addition to this, It can be the guide for comparing the equally specified IP's quality. After all, we are continuously looking forward to enhancing our motor control IP in the aspect of not only functional perfection but also IP reuse to prepare for the SoC-Compliant motor control IP design.

  • PDF

Multiresolution 4- 8 Tile Hierarchy Construction for Realtime Visualization of Planetary Scale Geological Information (행성 규모 지리 정보의 실시간 시각화를 위한 다계층 4-8 타일 구조의 구축)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.9 no.4
    • /
    • pp.12-21
    • /
    • 2006
  • Recently, Very large and high resolution geological data from aerial or satellite imagery are available. Many researches and applications require to do realtime visualization of interest geological area or entire planet. Important operation of wide-spreaded terrain realtime visualization technique is the appropriate model resolution selection from pre-processed multi-resolution model hierarchy depend upon participant's view. For embodying such realtime rendering system with large geometric data, Preprocessing multi-resolution hierarchy from large scale geological information of interest area is required. In this research, recent Cubic multiresolution 4-8 tile hierarchy is selected for global planetary applications. Based upon the tile hierarchy, It constructs the selective terminal level tile mesh for original geological information area and starts to sample individual generated tiles for terminal level tiles. It completes the hierarchy by constructing intermediate tiles with low pass filtering in bottom-up direction. This research embodies series of efficient cubic 4-8 tile hierarchy construction mechanism with out-of-core storage. The planetary scale Mars' geographical altitude data and image data were selected for the experiment.

  • PDF

Research for Characteristics of Sound Localization at Monaural System Using Acoustic Energy (청각에너지를 이용한 모노럴 시스템에서의 음상 정위 특성 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
    • /
    • v.30 no.4
    • /
    • pp.181-189
    • /
    • 2011
  • According to developments of digital signal processing, 3D sound come into focus on multimedia systems. Many studies on 3d sound have proposed lots of clues to create realistic sounds. But these clues are only focused on binaural systems which two ears are normal. If we make the 3d sound using those clues at monaural systems, the performance goes down dramatically. In order to use the clues for monaural systems, we have studies algorithms such as duplex theory. In duplex theory, the sounds that we listen are affected by human's body, pinna and shoulder. So, we can enhance sound localization performances using its characteristics. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio at monaural systems. To improve 3d sound, we calculate the excitation energy rates of each symmetric HRTF and extract the weights in each bark range. Finally, they are applied to emphasize the characteristics related to each direction. Informal listening tests show that the proposed method improves sound localization performances much better than the conventional methods.

A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.3
    • /
    • pp.243-250
    • /
    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.

An Application Method and Effect Analysis of the DBR(Drum-Buffer-Rope) Method Under the Re-entrant Process (재투입공정 하에서 DBR 기법 적용 방안 및 효과분석)

  • Yang, Hyunjun;Jeong, Sukjae;Yoon, SungWook
    • Journal of the Korea Society for Simulation
    • /
    • v.29 no.1
    • /
    • pp.57-69
    • /
    • 2020
  • Many researchers have recommended that DBR scheduling would be an efficient method to maintain the balance of their workload among many processes in the general flow shop. However, as product variety has increased in recent years, the process has become more complex and requires the re-entrance of raw materials and work in process. The re-entrant line has known for the complex manufacturing process that raw materials are repeatedly processed on the same machine. This study reviews the applicability of DBR against the re-entrant manufacturing line due to the distinguishing characteristics and the higher complexity caused by multiple visits of a job into the identical process. In order to apply the DBR method to the re-entrant process, the main idea is to reconstruct re-entrant process into a virtual flow process(loop) that has a single bottleneck. This study discusses the following two questions. First, DBR is also superior to traditional scheduling methods against re-entrant manufacturing line. And how we structure and detect the system bottleneck (or sub-bottleneck) through drum-buffer-rope concepts. To answer the above questions, we experimented and analyzed the effects of the applicability of DBR under the general re-entrant process model(TRC, Technology Research Center). As a result, we have identified a balance between loops for cycle time and work in process.

Implementation of Agricultural Multi-UAV System with Distributed Swarm Control Algorithm into a Simulator (분산군집제어 알고리즘 기반 농업용 멀티 UAV 시스템의 시뮬레이터 구현)

  • Ju, Chanyoung;Park, Sungjun;Son, Hyoung Il
    • Proceedings of the Korean Society for Agricultural Machinery Conference
    • /
    • 2017.04a
    • /
    • pp.37-38
    • /
    • 2017
  • 최근 방제 및 예찰과 같은 농작업에 단일 UAV(Unmanned Aerial Vehicle)시스템이 적용되고 있지만, 가반하중과 체공시간 등 기존시스템의 문제가 점차 대두되면서 작업 시간을 보다 단축시키고 작업 효율을 극대화 할 수 있는 농업용 멀티 UAV시스템의 필요성이 증대되고 있다. 본 논문에서는 작업자가 다수의 농업용 UAV를 효과적으로 제어할 수 있는 분산군집제어 알고리즘을 제안하며 알고리즘 검증 및 평가를 위한 시뮬레이터를 소개한다. 분산군집제어는 UAV 제어 계층, VP(Virtual Point) 제어 계층, 원격제어 계층으로 이루어진 3계층 제어구조를 가진다. UAV 제어 계층에서 각 UAV는 point mass로 모델링 되는 VP의 이상적인 경로를 추종하도록 제어한다. VP 제어 계층에서 각 VP는 입력 $p_i(t)=u^c_i+u^o_i+u^{co}_i+u^h_i$-(1)을 받아 제어되는데 여기서, $u^c_i{\in}{\mathbb{R}}^3$는 VP 사이의 충돌방지제어, $u^o_i{\in}{\mathbb{R}}^3$는 장애물과의 충돌방지제어, $u^{co}_i{\in}{\mathbb{R}}^3$는 UAV 상호간의 협조제어, $u^h_i{\in}{\mathbb{R}}^3$는 작업자로부터의 원격제어명령이다. (1)의 제어입력에서 충돌방지제어는 각 $u^i_c:=-{\sum\limits_{j{\in}{\eta}_i}}{\frac {{\partial}{\phi}_{ij}^c({\parallel}p_i-p_j{\parallel})^T}{{\partial}p_i}}$-(2), $u^o_c:=-{\sum\limits_{r{\in}O_i}}{\frac {{\partial}{\phi}_{ir}^o({\parallel}p_i-p^o_r{\parallel})^T}{{\partial}p_i}}$-(3)로 정의되면 ${\phi}^c_{ij}$${\phi}^o_{ir}$는 포텐셜 함수를 나타낸다. 원격제어 계층에서 작업자는 햅틱 인터페이스를 통해 VP의 속도를 제어하게 된다. 이때 스케일변수 ${\lambda}$에 대하여 VP의 원격제어명령은 $u^t_i(t)={\lambda}q(t)$로 정의한다. UAV 시뮬레이터는 리눅스 환경에서 ROS(Robot Operating Systems)를 기반한 3차원 시뮬레이터인 Gazebo상에 구축하였으며, 마스터와 슬레이브 간의 제어 명령은 TCPROS를 통해 서로 주고받는다. UAV는 PX4 기반의 3DR Solo 모델을 사용하였으며 MAVROS를 통해 MAVLink 통신 프로토콜에 접속하여 UAV의 고도, 속도 및 가속도 등의 상태정보를 받을 수 있다. 현재 멀티 드론 시스템을 Gazebo 환경에 구축하였으며, 추후 시뮬레이터 상에 분산군집제어 알고리즘을 구현하여 검증 및 평가를 진행하고자 한다.

  • PDF

Implementation of tractor implement ECU based on ISO11783 using IsoAgLib (IsoAgLib을 이용한 ISO11783 기반 트랙터 작업기 ECU 구현)

  • Roh, Seungku;Kim, Jayu;Tumenjargal, Enkhbaatar;Chong, Kitchong;Ham, Woonchul
    • Proceedings of the Korean Society for Agricultural Machinery Conference
    • /
    • 2017.04a
    • /
    • pp.18-18
    • /
    • 2017
  • ISO11783은 농업 산업분야 통신 프로토콜의 국제 표준으로, 농용트랙터 및 작업기 ECU 간의 통신 프로토콜을 표준화한다. 이 표준은 서로 다른 제조사의 제품 간에 호환성을 갖게 하며, 정밀 농업에 대한 핵심 기반을 제공한다. 현재 해외에서는 이미 ISO11783 기반의 AFS(Advanced Farming System)를 통한 정밀농업이 상용화되어 농가에 보급되고 있다. 이에 비해, 국내에서 이러한 표준을 따르는 농기계들은 미비한 실정이며, 향후 농업의 정밀 농업화를 통한 고부가가치 창출 및 선진국의 무역 장벽에 대비와 해외 수출 판로 개척을 위해 ISO11783 표준에 대한 R&D가 필요로 한다. 이에 IsoAgLib를 분석하고 임베디드 보드에 Porting하여 ISO11783 기반 작업기 ECU를 구현하였고, 이를 기반으로 ISO11783 기반 작업기 ECU의 구현 방법을 발표한다. IsoAgLib의 시스템 아키텍처는 계층화 되어 있어, 타겟에 의존적인 계층만 수정하여, IAR 환경에서 Cortex M3 보드에 포팅을 완료하였다. 작업기 ECU들은 자신만의 인터페이스 화면을 갖으며, 이를 Object pool이라 한다. 이것을 Virtual Terminal(VT)에 업로드 하여, VT가 해당 작업기 ECU의 사용자 인터페이스 기능을 제공하도록 한다. 이에 작업기 ECU 구현 1 단계로, 'VT-Designer'를 통하여 Object pool를 설계한다. 2 단계, 'vt2iso'를 통해서 Object pool을 IsoAgLib 상에서 사용할 수 있도록 변환한다. 3 단계, 포팅된 IsoAgLib project에 변환된 파일을 포함 시킨다. 4 단계, 작업기 ECU의 주기적인 작업 및 각 메시지 수신시 수행할 작업을 코딩한다. 5 단계, 빌드 및 타겟 보드에 업로딩 한 후, New Holland 사의 $Intelliview^{TM}$ iv display (VT)과 연결하여 동작을 확인한다. 확인 결과로 VT에 디자인한 Object pool이 표시 되며 soft key 입력 시 작업기 ECU에서 LED가 변한다. 결론적으로, 연구 결과를 바탕으로 ISO11783 기반의 작업기 ECU의 디자인 및 구현이 가능하며, 이를 통해 향후 국내의 ISO11783 기반의 작업기 ECU의 개발에 도움을 줄 수 있다.

  • PDF

The Development and Effects of WEB Instruction Programs for Drug Abuse Prevention in Korean Adolescents (청소년의 약물남용예방을 위한 웹 활용 학습 프로그램 개발 및 효과)

  • Min, Young-Sook
    • Journal of Korean Academy of Nursing
    • /
    • v.30 no.4
    • /
    • pp.1055-1065
    • /
    • 2000
  • The purpose of this study was to develop, through the integration of instructional theory, a Courseware and to investigate the effectiveness of a web-based computer assisted instruction(WBI) program for preventing drug abuse, a serious problem for youth problem. During the first stage of this study done "Drug Abuse Prevention" Courseware was developed based on, Gagn & Brigg's instructional design theory, Keller's ARCS theory and the CAI model of Hannafin & Peck. For the second stage, the courseware was used to provide education for students adolescents in drug abuse prevention. This study used an quasi-experimental, one-group pretest-posttest design with a convenience sample of 36 male high school students who were at one high school located in Seoul. Data were collected using self-reported questionnaires which included a learning achievement tool, the Keller's IMMS (Instructional Material Motivation Survey), on attitudes to drug use, and on responses to the WBI instruction. Prior to the experiment, the "drug abuse prevention" learning method and the procedures of the study were explained to the students, and then the learning achievement of the subjects was measured as a pretest. The students were then given 2 weeks WBI utilizing the courseware. A post-test which included the pre-test learning achievement questionnaire and a survey of learning motivation and attitudes toward drug were given two weeks after the education was completed. The data analysis was done using SPSS/PC. Paired t-test was used to analyze the differences between the pre-test and post-test scores for learning achievement. The results of the analysis are as follows: There were significant differences in learning achievement between the pre-test and post-test(t=-18.62, p=0.000). The hypothesis, that learning achievement will be higher, after the class has used the courseware, than before was supported. The scores for learning motivation and attitudes toward drugs were also higher than the results of existing studies. In conclusion, this study suggests that WBI is an effective learning method in the prevention of drug abuse for adolescents as it can be used for self-learning and repeated learning as assisted instruction. Recommendation would be given that further research needs to be develped in the courseware by cognitive learning style and by multimedia courseware and virtual reality system.

  • PDF

Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.119-128
    • /
    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

  • PDF